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kallias

Kallias is a Level 5 High Elf Cleric of the Twilight Domain with a lawful neutral alignment and a background as an acolyte. He possesses various abilities and spells, including darkvision, channel divinity, and a range of cleric spells, and has a strong connection to his temple. His personality traits include a desire for power, a bond to his benefactor priest, and a flaw of suspicion towards strangers.

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Emanuel Dantas
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0% found this document useful (0 votes)
8 views

kallias

Kallias is a Level 5 High Elf Cleric of the Twilight Domain with a lawful neutral alignment and a background as an acolyte. He possesses various abilities and spells, including darkvision, channel divinity, and a range of cleric spells, and has a strong connection to his temple. His personality traits include a desire for power, a bond to his benefactor priest, and a flaw of suspicion towards strangers.

Uploaded by

Emanuel Dantas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Level 5 High Elf Cleric, Twilight Domain 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Kallias
Acolyte Lawful Neutral Lunitari Naiara
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 300 feet
STRENGTH Scale Mail 16 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +3
12
SHIELD
AC
Shield Sentinel. When you hit a creature with an
N
CIE C
opportunity attack, the creature’s speed becomes 0
+1 Strength for the rest of the turn.Creatures provoke
Y
PROFI

+1 opportunity attacks from you even if they take the


+0 Dexterity
Disengage action before leaving your reach.When a
+2 Constitution ARMOR CLASS creature within 5 feet of you makes an attack
DEXTERITY
+2 Intelligence
against a target other than you, you can use your
MAXIMUM HIT DICE TEMPORARY reaction to make a melee weapon attack against the
11 ✘


+6 Wisdom

+5 Charisma
44 5d8 attacking creature.

CONDITIONAL
Spellcasting. You can cast cleric spells as rituals. You
can prepare 8 spells from the cleric spell list. You
+0 can use a holy symbol as your spellcasting focus.
CURRENT HIT POINTS Channel Divinity (1/Short Rest).
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS
Turn Undead (Action—Channel Divinity). Each
15 N
CIE C

+0 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
undead that can see or hear you within 30 feet of
you must make a Wisdom saving throw. If the
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION creature fails its saving throw, it is turned for 1
+3 Animal Handling (Wis)
minute or until it takes any damage.A turned
+2 +2 Arcana (Int) Darkvision creature must spend its turns trying to move as far
away from you as it can, and it can’t willingly move
+1 Athletics (Str)
to a space within 30 feet of you. It also can’t take
INTELLIGENCE +2 Deception (Cha) reactions. For its action, it can use only the Dash
action or try to escape from an effect that prevents
14 ✘
+2 History (Int)
+6 Insight (Wis)
it from moving. If there’s nowhere to move, the
creature can use the Dodge action.
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Destroy Undead. When an undead of CR 1/2 or
+2 +2 Investigation (Int) lower fails its saving throw against your Turn
Fey Ancestry. Advantage on saving throws against Undead feature, the creature is instantly destroyed.
✘ +6 Medicine (Wis)
WISDOM
being charmed, and magic can’t put you to sleep.
+2 Nature (Int) Eyes of Night (Action—1/Long Rest). You can
magically share the darkvision of this feature with
16 ✘ +6 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they
meditate deeply, remaining semiconscious, for 4 willing creatures you can see within 10 feet of you,
+2 Performance (Cha) hours a day. up to 3 creatures. The shared darkvision lasts for 1
hour. You can expend a spell slot of any level to
✘ +5 Persuasion (Cha)
+3 share it again.
✘ +5 Religion (Int)
Vigilant Blessing (Action). You give one creature
+0 Sleight of Hand (Dex)
you touch advantage on the next initiative roll the
CHARISMA +0 Stealth (Dex) creature makes. This benefit ends immediately after
the roll or if you use this feature again.
15 +3 Survival (Wis)
SKILLS Twilight Sanctuary (Action—Channel Divinity). You
present your holy symbol, and a sphere of twilight
+2 16 PASSIVE PERCEPTION emanates from you. The sphere is centered on you,
has a 30-foot radius, and is filled with dim light. The
sphere moves with you, and it lasts for 1 minute or
ADVANTAGE
until you are incapacitated or die. Whenever a
creature ends its turn in the sphere, you can grant
INITIATIVE +0 1 Attack / Attack Action RACIAL TRAITS
that creature one of these benefits:
You grant it 1d6 + 5 temporary hp.
You end one effect on it causing it to be charmed
NAME RANGE ATTACK DAMAGE / TYPE or frightened.
Mace 5 ft +4 vs AC 1d6+1 bludgeoning

FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shield, Heavy Armor

Weapon Proficiencies. Longsword, Shortsword,


Shortbow, Longbow, Simple Weapons, Martial
Weapons

Tool Proficiencies. –

Languages. Common, Elvish, Draconic, Dwarvish,


Orc

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 30 4'6" 90 lb.
GENDER AGE HEIGHT WEIGHT
Kallias Gray Pale Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary
between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct
worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same
I’ve spent so long in the temple that I have little thing as channeling divine power.
practical experience dealing with people in the
outside world. Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of
I am tolerant (or intolerant) of other faiths and
respect (or condemn) the worship of other gods. your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred
rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were
the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish
PERSONALITY TRAITS
master that you now deny.

Power. I hope to one day rise to the top of my faith’s


religious hierarchy. (Lawful)

IDEAL

I owe my life to the priest who took me in when my


parents died.

BOND

I am suspicious of strangers and expect the worst of


them.

FLAW BACKGROUND STORY

Shelter of the Faithful


As an acolyte, you command the respect of those who share your
faith, and you can perform the religious ceremonies of your deity.
You and your adventuring companions can expect to receive free
healing and care at a temple, shrine, or other established presence
of your faith, though you must provide any material components
needed for spells. Those who share your religion will support you
(but only you) at a modest lifestyle.You might also have ties to a
specific temple dedicated to your chosen deity or pantheon, and
you have a residence there. This could be the temple where you
used to serve, if you remain on good terms with it, or a temple
where you have found a new home. While near your temple, you
can call upon the priests for assistance, provided the assistance you
ask for is not hazardous and you remain in good standing with your
temple.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Shield] 1 6
Priest’s Pack 1 10
[Scale Mail] 1 45
[Mace] 1 4
Shortsword 1 2

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

67 lb / 180 lb 360 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

Holy simbol

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +6 14 8

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Cleric, Twilight Domain

CANTRIPS Guidance Sacred Flame


Spare the Dying Word of Radiance

1ST LEVEL 4 SPELL SLOTS ● Cure Wounds ● Faerie Fire (Always Prepared)
● Guiding Bolt ● Sanctuary ● Shield of Faith
● Sleep (Always Prepared) Bane Bless
Ceremony Command Create or Destroy Water
Detect Evil and Good Detect Magic Detect Poison and Disease
Healing Word Inflict Wounds Protection from Evil and Good
Purify Food and Drink

2ND LEVEL 3 SPELL SLOTS ● Aid ● Moonbeam (Always Prepared)


● See Invisibility (Always Prepared) ● Spiritual Weapon Augury
Blindness/Deafness Calm Emotions Continual Flame
Enhance Ability Find Traps Gentle Repose
Hold Person Lesser Restoration Locate Object
Prayer of Healing Protection from Poison Silence
Warding Bond Zone of Truth

3RD LEVEL 2 SPELL SLOTS ● Aura of Vitality (Always Prepared) ● Leomund’s Tiny Hut (Always Prepared)
● Mass Healing Word ● Spirit Guardians Animate Dead
Beacon of Hope Bestow Curse Clairvoyance
Create Food and Water Daylight Dispel Magic
Feign Death Glyph of Warding Life Transference
Magic Circle Meld into Stone Protection from Energy
Remove Curse Revivify Sending
Speak with Dead Spirit Shroud Tongues
Water Walk

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Toll the Dead (High Elf)


Guidance Sacred Flame Spare the Dying
Divination Cantrip Evocation Cantrip Necromancy Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE 60 feet RANGE Touch
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You touch one willing creature. Once before the spell ends, the target Flame-like radiance descends on a creature that you can see within You touch a living creature that has 0 hit points. The creature
can roll a d4 and add the number rolled to one ability check of its range. The target must succeed on a Dexterity saving throw or take becomes stable. This spell has no effect on undead or constructs.
choice. It can roll the die before or after making the ability check. The 1d8 radiant damage. The target gains no benefit from cover for this
spell then ends. saving throw. The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).

Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook

Toll the Dead Word of Radiance Cure Wounds


Necromancy Cantrip Evocation Cantrip 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE 5 feet RANGE Touch
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, M (a holy symbol) COMPONENTS V, S

You point at one creature you can see within range, and the sound of You utter a divine word, and burning radiance erupts from you. Each A creature you touch regains a number of hit points equal to 1d8 +
a dolorous bell fills the air around it for a moment. The target must creature of your choice that you can see within range must succeed your spellcasting ability modifier. This spell has no effect on undead
succeed on a Wisdom saving throw or take 1d8 necrotic damage. If on a Constitution saving throw or take 1d6 radiant damage. or constructs.
the target is missing any of its hit points, it instead takes 1d12 The spell’s damage increases by 1d6 when you reach 5th level At Higher Levels. When you cast this spell using a spell slot of 2nd
necrotic damage. (2d6), 11th level (3d6), and 17th level (4d6). level or higher, the healing increases by 1d8 for each slot level above
The spell’s damage increases by one die when you reach 5th level 1st.
(2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Cantrip (High Elf) Xanathar’s Guide to Everything Spellcasting (Cleric) Xanathar’s Guide to Everything Prepared (Cleric) Player’s Handbook

Faerie Fire Guiding Bolt Sanctuary


1st-level evocation 1st-level evocation 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 60 feet RANGE 120 feet RANGE 30 feet
DURATION Concentration, up to 1 minute DURATION 1 round DURATION 1 minute
COMPONENTS V COMPONENTS V, S COMPONENTS V, S, M (a small silver mirror)

Each object in a 20-foot cube within range is outlined in blue, green, A flash of light streaks toward a creature of your choice within range. You ward a creature within range against attack. Until the spell ends,
or violet light (your choice). Any creature in the area when the spell is Make a ranged spell attack against the target. On a hit, the target any creature who targets the warded creature with an attack or a
cast is also outlined in light if it fails a Dexterity saving throw. For the takes 4d6 radiant damage, and the next attack roll made against this harmful spell must first make a Wisdom saving throw. On a failed
duration, objects and affected creatures shed dim light in a 10-foot target before the end of your next turn has advantage, thanks to the save, the creature must choose a new target or lose the attack or
radius. mystical dim light glittering on the target until then. spell. This spell doesn’t protect the warded creature from area
Any attack roll against an affected creature or object has advantage At Higher Levels. When you cast this spell using a spell slot of 2nd effects, such as the explosion of a fireball. If the warded creature
if the attacker can see it, and the affected creature or object can’t level or higher, the damage increases by 1d6 for each slot level above makes an attack, casts a spell that affects an enemy, or deals damage
benefit from being invisible. 1st. to another creature, this spell ends.

Domain Spells (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
Shield of Faith Sleep Aid
1st-level abjuration 1st-level enchantment 2nd-level abjuration

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 60 feet RANGE 90 feet RANGE 30 feet
DURATION Concentration, up to 10 minutes DURATION 1 minute DURATION 8 hours
COMPONENTS V, S, M (a small parchment with a bit of holy text written on it) COMPONENTS V, S, M (a pinch of fine sand, rose petals, or a cricket) COMPONENTS V, S, M (a tiny strip of white cloth)

A shimmering field appears and surrounds a creature of your choice This spell sends creatures into a magical slumber. Roll 5d8, the total Your spell bolsters your allies with toughness and resolve. Choose up
within range, granting it a +2 bonus to AC for the duration. is how many hit points of creatures this spell can affect. Creatures to three creatures within range. Each target’s hit point maximum and
within 20 feet of a point you choose within range are affected in current hit points increase by 5 for the duration.
ascending order of their current hit points (ignoring unconscious At Higher Levels. When you cast this spell using a spell slot of 3rd
creatures). level or higher, a target’s hit points increase by an additional 5 for
Starting with the creature that has the lowest current hit points, each slot level above 2nd.
each creature affected by this spell falls unconscious until the spell
ends, the sleeper takes damage, or someone uses an action to shake
or slap the sleeper awake. Subtract each creature’s hit points from
the total before moving on to the creature with the next lowest hit
points. A creature’s hit points must be equal to or less than the
remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected
by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, roll an additional 2d8 for each slot level above 1st.

Prepared (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook

Moonbeam See Invisibility Spiritual Weapon


2nd-level evocation 2nd-level divination 2nd-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 120 feet RANGE Self RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION 1 hour DURATION 1 minute
COMPONENTS V, S, M (several seeds of any moonseed plant and a piece of COMPONENTS V, S, M (A pinch of Talc and a small sprinkling of powdered silver) COMPONENTS V, S
opalescent feldspar)

A silvery beam of pale light shines down in a 5-footradius, 40-foot- For the duration, you see invisible creatures and objects as if they You create a floating, spectral weapon within range that lasts for the
high cylinder centered on a point within range. Until the spell ends, were visible, and you can see into the Ethereal Plane. Ethereal duration or until you cast this spell again. When you cast the spell,
dim light fills the cylinder. creatures and objects appear ghostly and translucent. you can make a melee spell attack against a creature within 5 feet of
When a creature enters the spell’s area for the first time on a turn the weapon. On a hit, the target takes force damage equal to 1d8 +
or starts its turn there, it is engulfed in ghostly flames that cause your spellcasting ability modifier. As a bonus action on your turn, you
searing pain, and it must make a Constitution saving throw. It takes can move the weapon up to 20 feet and repeat the attack against a
2d10 radiant damage on a failed save, or half as much damage on a creature within 5 feet of it. The weapon can take whatever form you
successful one. choose. Clerics of deities who are associated with a particular
A shapechanger makes its saving throw with disadvantage. If it weapon (as St. Cuthbert is known for his mace and Thor for his
fails, it also instantly reverts to its original form and can’t assume a hammer) make this spell’s effect resemble that weapon.
different form until it leaves the spell’s light. At Higher Levels. When you cast this spell using a spell slot of 3rd
On each of your turns after you cast this spell, you can use an level or higher, the damage increases by 1d8 for every two slot levels
action to move the beam 60 up to feet in any direction. above the 2nd.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d10 for each slot level
above 2nd.

Domain Spells (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook

Aura of Vitality Leomund’s Tiny Hut Mass Healing Word


3rd-level evocation 3rd-level evocation (ritual) 3rd-level evocation

CASTING TIME 1 action CASTING TIME 1 minute CASTING TIME 1 bonus action
RANGE Self (30-foot radius) RANGE Self (10-foot-radius hemisphere) RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION 8 hours DURATION Instantaneous
COMPONENTS V COMPONENTS V, S, M (a small crystal bead) COMPONENTS V

Healing energy radiates from you in an aura with a 30-foot radius. A 10-foot-radius immobile dome of force springs into existence As you call out words of restoration, up to six creatures of your
Until the spell ends, the aura moves with you, centered on you. You around and above you and remains stationary for the duration. The choice that you can see within range regain hit points equal to 1d4 +
can use a bonus action to cause one creature in the aura (including spell ends if you leave its area. your spellcasting ability modifier. This spell has no effect on undead
you) to regain 2d6 hit points. Nine creatures of Medium size or smaller can fit inside the dome or constructs.
with you. The spell fails if its area includes a larger creature or more At Higher Levels. When you cast this spell using a spell slot of 4th
than nine creatures. Creatures and objects within the dome when level or higher, the healing increases by 1d4 for each slot level above
you cast this spell can move through it freely. All other creatures and 3rd.
objects are barred from passing through it. Spells and other magical
effects can’t extend through the dome or be cast through it. The
atmosphere inside the space is comfortable and dry, regardless of the
weather outside.
Until the spell ends, you can command the interior to become
dimly lit or dark. The dome is opaque from the outside, of any color
you choose, but it is transparent from the inside.

Domain Spells (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
Spirit Guardians
3rd-level conjuration

CASTING TIME 1 action


RANGE Self (15-foot radius)
DURATION Concentration, up to 10 minutes
COMPONENTS V, S, M (a holy symbol)

You call forth spirits to protect you. They flit around you to a distance
of 15 feet for the duration. If you are good or neutral, their spectral
form appears angelic or fey (your choice). If you are evil, they appear
fiendish. When you cast this spell, you can designate any number of
creatures you can see to be unaffected by it. An affected creature’s
speed is halved in the area, and when the creature enters the area
for the first time on a turn or starts its turn there, it must make a
Wisdom saving throw. On a failed save, the creature takes 3d8
radiant damage (if you are good or neutral) or 3d8 necrotic damage
(if you are evil). On a successful save, the creature takes half as much
damage.
At Higher Levels. When you cast this spell using a spell slot of 5th
level or higher, the damage increases by 1d8 for each slot level above
3rd.

Prepared (Cleric) Player’s Handbook


Shield Priest’s Pack Scale Mail
Armor Equipment Packs Armor

A shield is made from wood or metal and is carried in one Includes a backpack, a blanket, 10 candles, a tinderbox, an This armor consists of a coat and leggings (and perhaps a
hand. Wielding a shield increases your Armor Class by 2. alms box, 2 blocks of incense, a censer, vestments, 2 days separate skirt) of leather covered with overlapping pieces
You can benefit from only one shield at a time. of rations, and a waterskin. of metal, much like the scales of a fish. The suit includes
gauntlets.

6 lb. Player’s Handbook 10 lbs. Player’s Handbook 45 lb. Player’s Handbook

Mace Shortsword
Weapons Weapons

4 lb. Player’s Handbook 2 lb. Player’s Handbook

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